Technique | Related constructs | Related game mechanics | Strategies |
---|---|---|---|
Goal-setting (behavior) | Competence | Player-defined goals | Set long-term, short-term, and weekly goals |
Feedback on behavior | Competence | Feedback | Run logs, game statistics, virtual supplies received |
Self-monitoring of behavior | Competence | Points | App monitors intensity, duration, and frequency of activity |
Social support (emotional) | Relatedness | Verbal intangible rewards | Game characters provide encouragement |
Information about health consequences | Autonomy | N/A | Counselors detail a solid rationale for behavior change |
Information about others’ approval | Competence, Relatedness | Verbal intangible rewards | Game characters encourage and congratulate the player character |
Behavioral practice/rehearsal | Playful experience | Role play | Game-based activity is by definition practice |
Non-specific reward | Playful experience, autonomy | Pick-ups, task non-contingent rewards | “Memorials” and other special virtual items; random gifts from characters |
Identification of the self as a role model | Identification, exercise identity, integrated regulation | Representational agency, role play | Participant role-plays as a strong and important person |
Framing-reframing | Identification, playful experience, competence | Role play | Walking is framed as play and performance |
Identity associated with changed behavior | Exercise identity, integrated regulation | Character identification, role play | Participant identifies with fit character who uses activity to succeed |
Verbal persuasion about capability | Competence, relatedness | Verbal intangible rewards | Characters encourage and congratulate player |
Mental rehearsal of successful performance | Playful experience, exercise imagery | Role play | Participant imagines saving kittens, children, etc. via physical prowess |
Focus on past success | Competence | Rewards of glory | Run logs, special buildings in base, characters mention past exploits |
Vicarious consequences | Playful experience, autonomy, competence | Role play | Observe consequences of player and other characters’ activities |